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[mod] Titillating Tentacle Porn Pack (TTPP)


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Posted (edited)
1 hour ago, circuit said:

Okay, so it happened again [...]

I'm looking through the log... here are some issues I have found that could be the reason:

 

[Error] Missing script asset '/stats/sexbound/monster_primary.lua'

-> some sexbound issue with missing lua file that modifies monsters, incorrect sexbound installation or version?

 

[Error] Exception while invoking lua function 'die'. (LuaException) Error code 2, [string "/scripts/vec2.lua"]:47: attempt to perform arithmetic on a nil value (local 'scalar_or_vector')
stack traceback:
    [C]: in metamethod '__add'
    [string "/scripts/vec2.lua"]:47: in field 'add'
    [string "/scripts/ttpp/victim_generarot.lua"]:65: in function <[string "/scripts/ttpp/victim_generarot.lua"]:64>

-> in my experience this will only happen if you destroy a decorative object and it fails to spawn a victim npc so should not affect boss npc

 

I'm sorry but I cannot help you further, try to test without any sexbound related mods or ask in the sexbound forum what might be the issue with that monster_primary.lua file error is my only guess

 

 

 

1 hour ago, BobJohnsonson said:

I am so down for more specific race choices and dialogue for them. Trying to cycle through and get what I want can be a pain. Presumably this is both proximity dialogue and the other ones? Not sure how to categorize them, exhausted.config and pregnant.config, that stuff. Or is it just the non-proximity stuff since those don't show a portrait?

Yeah its roughly 40 lines of text * 8 races * 4 emotions (proximity is counted as one emotion)

It will include proximity dialogue but without portraits for non humans.

Edited by onionknighto
Posted
4 hours ago, onionknighto said:

I'm looking through the log... here are some issues I have found that could be the reason:

 

[Error] Missing script asset '/stats/sexbound/monster_primary.lua'

-> some sexbound issue with missing lua file that modifies monsters, incorrect sexbound installation or version?

 

[Error] Exception while invoking lua function 'die'. (LuaException) Error code 2, [string "/scripts/vec2.lua"]:47: attempt to perform arithmetic on a nil value (local 'scalar_or_vector')
stack traceback:
    [C]: in metamethod '__add'
    [string "/scripts/vec2.lua"]:47: in field 'add'
    [string "/scripts/ttpp/victim_generarot.lua"]:65: in function <[string "/scripts/ttpp/victim_generarot.lua"]:64>

-> in my experience this will only happen if you destroy a decorative object and it fails to spawn a victim npc so should not affect boss npc

 

I'm sorry but I cannot help you further, try to test without any sexbound related mods or ask in the sexbound forum what might be the issue with that monster_primary.lua file error is my only guess


I do try to keep up with the forums here, reading the latest posts, so sorry for butting in.

So, @circuit has the mimic support, and not the Mimic support that doesn't use Defeat. I did make two versions and share them because not everyone likes how messy Defeat is, but yeah, you gotta change yours out for the one that doesn't come with defeat support built-in, or the mimics will throw that error and generally be invincible.

Other than that, it's as Onion said, the error is related to the victims not spawning. Seemingly a random value is nil, but it doesn't specify anything that makes sense, as usual...
However i do see something that might be breaking NPCs;

[01:32:00.696] [Error] Exception caught loading asset: /frackinraces.config, 
(AssetException) Could not read JSON asset /frackinraces.config

You do have a lot of old and mayhaps outdated mods, about 3 different weapon re-assembly mods, and weird errors all over the place pointing to mods that aren't even installed.
You may want to clean up your mod list to increase stability, as i can't even find a mention of the NPC becoming invincible in this log. Looked for all instances of you loading into a instanced dungeon (ChallengeDoor in this case) and couldn't find any hint of when that happened.

Posted
10 hours ago, red3dred said:

You may want to clean up your mod list to increase stability, as i can't even find a mention of the NPC becoming invincible in this log. Looked for all instances of you loading into a instanced dungeon (ChallengeDoor in this case) and couldn't find any hint of when that happened.

This log was of an overworld POI, and not the challenge door, sadly.

I will take a look through and clean up my mod list, though.    Thank you both for the help!

Posted

Well, seeing some of the planned future traps, I think one of my favorites from an older H-platformer would fit in here nicely. The plant trap, from Kurovadis. I would love to upload or insert the gif into here but apparently that isn't a thing we can do. Additionally, I can't even seem to upload individual frames from the animation. Let's see if the game over image uploads correctly...

kuroplant.png

Posted
On 10/29/2024 at 10:26 AM, onionknighto said:

 

Here is a spoiler for what I'm thinking of including in the next update:

  Hide contents

-alternative shop: vending machine that can select tentacle type and offers each race objects

-speech by non human race animations (over 1000 lines of new dialogue)

-new tentacle type: verdant (plant tentacles), reskin of old animations + plant related objects in shop

-tiered crafting items (t0 = living tentacles, t1=petrified tentacle, t2 = verdant tentacle -> higher tiers found at higher difficulty, more planned for future!)

-ocean floor big dungeon (cthulhu/ocean monument mesh up)

-some plant related dungeons in colorful, toxic, giant flower and swamp biomes (maybe more later for forest and jungle?)

-2 new questhub missions

-more monsters (no sex animation

-hopefully a solution to the trap issue when I get to learn lua...

-new misc objects mostly stone tentacle related and vending machine variations

-tenant dialogue improved

-include some of the numerous feedback suggestions

-improve the new door trap animation

 

MAYBE, PROBABLY NOT

stone tentacle themed planet / verdant tentacle planet

big overworld verdant plant related dungeon (many ideas)

more trap types, existing traps reskined for stone/plant

converting last remaining 19 animations to the new race system

 

Those all look like awesome ideas.
If I may make a suggestion that might be a little tedious to do, but I think really does need to happen: a re-do of the names/descriptions of all the racial "victim" items, so it is clear from a scan or looking in the inventory what exact race a piece is (the feet and hands can be ESPECIALLY hard to tell apart).

Posted

Hey there, already made a post here befor and wanted to say that this is a lovely mod

 

would you know when the next 2.8 will be release? like this year or next year

 

also don't stress yourself out while making this modding is hard!

Posted
5 hours ago, Galborlie said:

Hey there, already made a post here befor and wanted to say that this is a lovely mod

 

would you know when the next 2.8 will be release? like this year or next year

 

also don't stress yourself out while making this modding is hard!

Thank you for the kind words!

I'm still working on some small stuff but I am aiming to update before the end of this month ideally?

Got 2 missions and lua script issue to finish and a lot of user feedback but that is about it, the other planned content is ready. 

Please don't angrily post if I cannot keep that date lol.

Posted

Hi there, I've stumbled upon the Derelict ship dungeon but for some reason I cannot find a way into the ship, at the bottom of the ship where the beacon is there is a platform looking block that I cannot pass through

Posted
2 hours ago, SolothurnXXIV said:

Hi there, I've stumbled upon the Derelict ship dungeon but for some reason I cannot find a way into the ship, at the bottom of the ship where the beacon is there is a platform looking block that I cannot pass through

can you post a screenshot? there are multiple ships that encounter could lead to

Posted (edited)
4 hours ago, SolothurnXXIV said:

Hi there, I've stumbled upon the Derelict ship dungeon but for some reason I cannot find a way into the ship, at the bottom of the ship where the beacon is there is a platform looking block that I cannot pass through

there's a couple dozen or so ships like this, you may be referring specifically to the event horizon ship though (has a big ball at the front.) Are you able to get in it in any shape or form? i know that the event horizon has a sort of problem (in my opinion) where the gravity shifts on before you can get inside. but that may just be a skill issue on my part.

i personally recommend using "/spawnitem grapplinghook" if i'm having troubles like this in space. helps me out. 

Edited by kronoblaster
Posted (edited)

just want to say thank you for adding male content and for the mod overall, can i ask are you going to add more of them in the future?

Edited by Ringozz
Posted
2 hours ago, Ringozz said:

just want to say thank you for adding male content and for the mod overall, can i ask are you going to add more of them in the future?

these assets were done by a user and we just made the files, I will not do male victim sprites myself but if someone donates us some new assets I will gladly make use of them.

Posted
19 hours ago, kronoblaster said:

there's a couple dozen or so ships like this, you may be referring specifically to the event horizon ship though (has a big ball at the front.) Are you able to get in it in any shape or form? i know that the event horizon has a sort of problem (in my opinion) where the gravity shifts on before you can get inside. but that may just be a skill issue on my part.

i personally recommend using "/spawnitem grapplinghook" if i'm having troubles like this in space. helps me out. 

Grappling hook worked, Thank you!

Posted

Idea: have some kind of spreading system to allow chunks with tentacle cores slowly spread outwards and spawn tentacle pit traps or organs drips down slimes or so. Maybe make tentacles be aggressive if standing over them too long.

Posted
19 hours ago, savilianan said:

Idea: have some kind of spreading system to allow chunks with tentacle cores slowly spread outwards and spawn tentacle pit traps or organs drips down slimes or so. Maybe make tentacles be aggressive if standing over them too long.

iirc the mod did have a terraformer for it, that may or may not be what you're after.

Posted
12 hours ago, kronoblaster said:

iirc the mod did have a terraformer for it, that may or may not be what you're after.

 

The tentacle terraformer is there in the mod, but I don't think that's what the commentor was asking about. I think they meant that a system that both terraforms and fundamentally changes the terrain's mechanics, i.e. adding blocks and traps that weren't there before prior to terraforming.

 

Would be cool to have a "corruptor" furniture in the mod that corrupts anything it touches into lewd version of the original, but that that honestly sounds like a absolute nightmare to create in Starbound's limited functionality 

Posted
6 hours ago, Firelight1928 said:

 

The tentacle terraformer is there in the mod, but I don't think that's what the commentor was asking about. I think they meant that a system that both terraforms and fundamentally changes the terrain's mechanics, i.e. adding blocks and traps that weren't there before prior to terraforming.

 

Would be cool to have a "corruptor" furniture in the mod that corrupts anything it touches into lewd version of the original, but that that honestly sounds like a absolute nightmare to create in Starbound's limited functionality 

i think the terraformer does that, it adds traps, creatures, some other things about. but at the same time the mod also randomly adds traps on regular planets as well. i mean i suppose "corruptor" idea would be interesting, if hard to make work, but there *is* already an in-game version of it. albeit a slow  one i suppose.

Posted
Just now, kronoblaster said:

i think the terraformer does that, it adds traps, creatures, some other things about. but at the same time the mod also randomly adds traps on regular planets as well. i mean i suppose "corruptor" idea would be interesting, if hard to make work, but there *is* already an in-game version of it. albeit a slow  one i suppose.

at the same time a spray that could terraform blocks would be interesting. kinda like terraria's clentaminator. or  the purifying powder.

Posted

Hey. I got an issue with quest Search for Mr. Coock, where i press Deploy, loading screen pops up, but in the end i just come back to my ship. I use FU and access the mission by going to vanilla SAIL. From mods i use usual stuff like mentioned FU, Arcana, K'Rakoth Mod, Starforge, Galactic Dungeons, Betabound. Does any of these might cause trouble, since the quest in dungeon-based i presume? 

Posted
2 hours ago, SomeFukDude said:

Hey. I got an issue with quest Search for Mr. Coock, where i press Deploy, loading screen pops up, but in the end i just come back to my ship. I use FU and access the mission by going to vanilla SAIL. From mods i use usual stuff like mentioned FU, Arcana, K'Rakoth Mod, Starforge, Galactic Dungeons, Betabound. Does any of these might cause trouble, since the quest in dungeon-based i presume? 

difficult to say what your issue is, if you could provide your starbound.log file for the session it failed to load we could easily pinpoint the error

Posted (edited)

Depends on the personality of the Futa and how much they need to fit in that suitcase.

Also, I'm not well educated on the subject, but my guess is if you don't need any special animations specific to Futa, probably not that hard. Though it depends on if you want a replacer or addition. Think we've already got a male pack, so for a replacer you might be able to essentially copy/paste the manbits onto female models for each frame, do a little editing to help things line up, and call it a day. There's a fair amount of animations in the pack, so that might take a while, but still seems "fairly" easy. On the other hand, if you want a whole new section so you can have male/female/futa all in one world, I can't really say how easy or hard it would be, but it'd require at least all the last sections parts plus copying and editing any scripts. My guess is not TOO hard, but my experience with Starbound modding is limited.

Edited by dulty
Posted
39 minutes ago, mad bro said:

how hard would it be to make a futa pack ?


Animation and coding for each. Animation would likely be slightly new stuff, but coding can be copied around every single object of the same kind as an older object we've made before.
Static objects have quite simple coding and animated objects aren't hard, they are only a bit annoying to do under the .ANIMATION file since you've gotta make a ton of copy and paste lines.

To sum it up.....wouldn't be too hard, maybe even a bit easy, just a little time consuming.
I personally dislike futas, so I don't see myself doing this kind of content. However, if someone is up to the task and enjoys it, feel free to go for it.

Posted (edited)
12 hours ago, mad bro said:

how hard would it be to make a futa pack ?

 

12 hours ago, dulty said:

Also, I'm not well educated on the subject, but my guess is if you don't need any special animations specific to Futa, probably not that hard. Though it depends on if you want a replacer or addition. Think we've already got a male pack, so for a replacer you might be able to essentially copy/paste the manbits onto female models for each frame, do a little editing to help things line up, and call it a day. There's a fair amount of animations in the pack, so that might take a while, but still seems "fairly" easy. On the other hand, if you want a whole new section so you can have male/female/futa all in one world, I can't really say how easy or hard it would be, but it'd require at least all the last sections parts plus copying and editing any scripts. My guess is not TOO hard, but my experience with Starbound modding is limited.


After having taken a look at how the mod does it's thing, there is a degree of redundancy that could be reduced in the NPC part (After breaking tentacled species) but other than that, it's mostly just a matter of artwork and small tweaks to code to accomodate whatever gender you want.

The mod has all female assets and most of them are two-part animations-- The humanoid/woman and the tentacle. Given the tentacle will play the same animation regardless of victim, some animations just aren't compatible for possible interpretations of genders, which is to say, it'll often double-penetrate and there's no way that animation can look good for a male or non-hermafrodite futa, and a lot of animations where the groin/front of the crotch just isn't visible and so very little would be even achieved by slapping another gender in there.

Equally, in the script, as i've mentioned, the mod then spawns specific NPC types based on the NPC you've "rescued". They specify the "Identity" of the NPC in the NPC type itself, meaning that they one NPC type for every race-- where i find it a bit redundant, as passing the gender in the spawn command is already possible, along with race, hair, etc. If that gets changed we can have both males and females as victim and only need the animatios on the fitting objects. If it does not get changed, then we gotta tweak the victim script to account for more NPC types.

This is all because i was somewhat disappointed that "ManlyTTPP" didn't actually have much for equal-opportunity tentacles, and decided to look into it. Kind of why i managed to help OnionKnighto with their scripts is that i already was looking at them, wondering how they worked.

Oh hey, even Spect's here! And yeah, it was a lot of copy-pasting, which isn't too bad, it's mostly filling in the code for it to not break that took some work.

Edited by red3dred

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